/Engine/Plugins/Animation/IKRig/Source/IKRig/Public/AnimNodes/AnimNode_IKRig.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnly) struct FAnimNode_IKRig : public [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty)
float
Alpha
Current strength of the skeletal control.
FInputAlphaBool...
AlphaBoolBlend
FName
AlphaCurveName
EAnimAlphaInput...
AlphaInputType
Alpha value handler
FInputScaleBias
AlphaScaleBias
FInputScaleBias...
AlphaScaleBiasClamp
bool
bAlphaBoolEnabled
bool
bDriveWithSourceAsset
When true, goals will use the current transforms stored in the IK Rig Definition asset itself
bool
bEnableDebugDraw
Toggle debug drawing of goals when node is selected.
bool
bStartFromRefPose
Optionally ignore the input pose and start from the reference pose each solve
float
DebugScale
Adjust size of debug drawing.
TArray<FIKRigG...
Goals
The input goal transforms used by the IK Rig solvers.
TObjectPtr<UIK...
RigDefinitionAsset
The IK rig to use to modify the incoming source pose.
FPoseLink
Source
The input pose to start the IK solve relative to.